
Purple Phoenix Games (2266 KP) rated Space Kraken in Tabletop Games
Jul 22, 2021
Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L
Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!
A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.
The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.
Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.
Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!

Jamie (131 KP) rated The Shining Girls in Books
Jun 4, 2017
The story is a heavily character driven dive through recent American history, from the Great Depression in the 1930’s all the way up to the early 1990’s. I was impressed by the amount of research that was put into this book, each decade having enough detail to get a good feel for the era. Many of the characters were pretty well fleshed out for such short chapters, and I found myself liking many of them.
My favorite part of the story, though, was the tragedy that was Harper because of how very flawed and human he is. He views himself as commanding, charming, persuasive, but to many of his victims he’s just downright creepy. He thinks himself calculating yet he makes mistakes left and right. He has a drive to rise up from the trenches of poverty and starvation from his own era, to be powerful. His choice of victims are all women in a great act of femicide, because he has this dire need to feel masculine. He chooses women that he views as invincible, that shine with ambition in order to assert his dominance by snuffing them out. He thinks he has this divine purpose, a destiny to fulfill because he wants it so desperately, even though the reality is that it’s simply senseless violence with no real meaning. He obsesses over the murders, returning to the scene of the crimes over and over to get off. Harper is pathetic. It was a refreshing change from the stereotypical smooth, genius archetype that glorifies killers. I didn’t know right away that this book was meant to be a feminist novel, but that’s what I took away from not only Harper’s struggle with masculinity, but with the strong and fiercely independent female characters all throughout the book.
There were a couple of problems with the book, however, that I feel need to be addressed. The mash up of genres is both a good and bad aspect of the story. The middle chapters where romance comes into play to me was really distracting and feels out of place. The tagline describing the novel also states that “the girl who wouldn’t die hunts the killer who shouldn’t exist” but honestly, it didn’t feel much like Kirby was really hunting the killer. Looking for connections with other murder cases and investigating some wild hunches, yes, but really she spends most of the book developing her bond with Dan. I would have really liked for this to be more of a cat and mouse type of hunt between Kirby and Harper.
The chapters with Harper were much more interesting, but even those became a little repetitive. We as the reader follow Harper as he stalks his victims in childhood, waiting for the right time to strike when they reach adulthood. While it was necessary for the plot to detail the characters to both connect them to the greater chain of paradoxes and to show Harper’s descent, the violence is excessive and extremely detailed, and after a while it started to feel more like torture porn. It just got tiring after a while.
Despite its flaws, I thought this book was good, and I mean really good. I loved the way that the time paradoxes were handled, time travel stories tend to be tricky and usually end up with a couple of glaring loop holes. The loops are handled in a way that I found satisfying and this book is easily my favorite time travel novel I’ve ever read. It is truly unique and a story I won’t soon forget.

Purple Phoenix Games (2266 KP) rated Cthulhu Realms in Tabletop Games
Jun 12, 2019
In Cthulhu Realms, a deck-building game, you are a Cthulhu cultist that is trying to drive your rivals literally insane. By gathering followers, collecting artifacts, and discovering new locations, you will gain enough power to influence the sanity of those who would oppose you! On your turn, you will play cards from your hand to Conjure (acquire new cards from the communal pool), Draw/Discard cards, Gain/Lose Sanity, or Abjure (permanently discard cards from the game). The game ends when a player is reduced to zero sanity – and the player who has retained their sanity is the winner!
I love deck-building games. I really do. I think it’s a neat mechanic that allows you to customize your strategy with every play. So I enjoy playing Cthulhu Realms because of that element. And that’s kind of where my enjoyment ends with this game. Don’t get me wrong – it’s a decent game. I just have a couple of issues with the actual cards and abilities. The cards themselves are very reliant on iconography to communicate powers/abilities. Props to the player boards for having a quick reference for the basic actions, but I still always keep the rule sheet on hand for the in-depth explanation as I play. And even then, the rule sheet still has a bit of ambiguity on how some of the powers work. I wish they’d provided a couple of examples because sometimes I still get confused by certain combinations of icons. Just a little more detail in the rule sheet could alleviate some of the ambiguity of the icon abilities.
For card abilities, each individual card can have anywhere from 1-3 special abilities. The tricky thing is that the abilities do not all have to be used at the same time. So I could use 1 ability from a card, use an ability from a different card, and then come back to my first card and use another of it’s printed abilities. And with a hand of 5 cards every turn (not counting additional cards you may draw…), it can be hard to keep track of which abilities you’ve already used that turn. On top of that, many of the abilities have prerequisites – you can’t use that specific ability unless you’ve already played/have in play the requisite card. Some abilities only have 1 prerequisite, but some have 2, which just adds another layer of bookkeeping to your turns. Not only are you trying to remember which card abilities you’ve already used, but you’re also trying to keep track of your cards/actions that turn that could unlock other card abilities. The rule sheet suggests sliding a card to one side of your play area once you’ve used one of its powers. But again, if it has more than 1 ability on it, you’ve got to remember which ones you’ve used/haven’t used yet, regardless of where they are in your play area. This is a competitive game overall, but with all of these elements to track on your turns, it saps the tension from the game and makes it feel a little more luck-based than strategic.
To alleviate some of my grievances, I think the game could just have more cards with fewer abilities on each. That would make it much easier to execute all of your turns. And eliminate some of the ability prerequisites – having them on most of the abilities just adds another element for you to keep track of, and it feels a little unnecessary. If the turns were a little more clear and concise, I would like this game a lot more. It’s not bad, it just gets bogged down a little bit with too much action on your turns. That’s why Purple Phoenix Games gives Cthulhu Realms a 6/12.
https://purplephoenixgames.wordpress.com/2019/03/22/cthulhu-realms-review/

Sophia (Bookwyrming Thoughts) (530 KP) rated Beyond the Red (Beyond the Red, #1) in Books
Jan 23, 2020
I can be trusted with responsibilities again! the reviewer says as she slowly climbs out of the reviewing hiatus hole.
You're delusional, the hiatus whispers menacingly, just a voice from the dark depths. You've still got a few books from 2016 left! And what about all those books you abandoned reviewing even though you want to review? I still have their souls! And I will have yours!
<b>I'm not going to get out of this, aren't I? 😢</b>
<i>Beyond the Red</i> is one of the last books I read back in 2017 that I haven't gotten around to reviewing yet, and here we are, a year later, with shenanigans but no review yet.
And when I want to write a review, I'm staring at a blank document in Google Drive for hours upon hours wondering what to say.
<h2 style="text-align: center;"><b>Four Things About <i>Beyond the Red</i></b></h2>
<div style="text-align: left;">Generally I write a list of either the good or bad (primarily just good. Bad I've been skipping or writing little paragraphs for), but my brain is crying on the forgetfulness of this book, so I'm going to go with generic little things you should be aware of before picking up the book.</div>
<h3><b>There are two perspectives and they are polar opposites</b></h3>
We have a half-blood who loses everything and becomes a slave, and then we have a queen who technically has everything. I thought it was really cool to see Jaes world from two different sides of the spectrum.
<h3><b>I don't think I'm a fan of the language</b></h3>
I don't mind made up languages in a book (within boundaries, of course, because my brain cannot wrap itself around overly complex words sometimes), but <em>Beyond the Reds</em> world language is very similar to ours yet different.
<blockquote class="tr_bq">I know three different ways to break out of this kinduv brace, and everything inside me screams that I use one of them.
I wont feel bad, not for her, not after what she did, and yet I cant fight this fucken ridiculous need to fix this, to hold her until its okay.</blockquote>
Is it <i>meant </i>to be similar? I'm assuming so based on how humans are still around and the Sepharon are very similar to humans in <i>Beyond the Red</i>. <b>Either way, I'm confused.</b> Or I missed something. Who knows. <strong>I've been out of it lately. :/</strong>
<h3><b> </b><b>But the world building is super cool despite language</b></h3>
Jaes world building is well developed, and it's shown constantly throughout the book. And is it just me, or did anyone else think of this as Star Wars just a little? Am I just assuming Star Wars is going to be like this because if so, I'm going into the box of shame. (Lupe, help.)
Now that I look at the ARC I have, it's the blurbs. I blame the blurbs. Help me.
<h3><b>Thankfully, the names aren't complicated</b></h3>
Sometimes books go all out and the characters have strange names that are hard to pronounce, so my brain cries in terror and starts wailing. <i>Beyond the Red</i> has its strange names, but they're not complicated. They're an average of two syllables and my brain won't start tearing itself to shreds figuring out the right pronunciation. Is this right? wonders the reviewer, as she puzzles over all the possible ways to say the name.
Honestly, if you're looking for an adventure on a new planet that's a nod to Mars with not complicated names, <i>Beyond the Red</i> might be perfect for you. If you don't mind the language, that is.
<a href="http://bookwyrmingthoughts.com/beyond-red-ava-jae-review/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>

Bob Mann (459 KP) rated The Mitchells vs The Machines (2021) in Movies
May 16, 2021
But the world is set to change forever, as sentient operating system PAL (Olivia Colman) and her army of robots take over the world and prepare to launch human-kind into deep dark space. The Mitchell's, as the world's unlikeliest Avengers, appear to be the only ones available to prevent the evil plan!
Positives:
- In my review of the lamentable "Thunder Force", I commented that it failed my "six laughs test" for a comedy. I only laughed 3 times in the whole film. In contrast, this movie hammered home guffaw-generating lines and scenes about six times a minute! It's hilarious. It's one of those films (like the best Pixar ones) with so much hidden detail buried in every shot. You could watch it a dozen times and still find new hidden gags.
- This is a movie that is the perfect family film. A film that kids will love for the knockabout comedy and a film that adults will also fall in love with. This comes from three different angles:
-- Excellent character development of the whole family. Katie feels like a fully rounded stroppy teen: she seems to be struggling with her identity (lesbian? - "It took me a while to figure myself out"); and she is struggling towards her personal goals despite the well-intentioned but destructive doubts that her rough-and-ready father keeps sowing. This feels like a journey that the family is on towards enlightenment, before it's too late.
-- This is also a film with considerable emotional heft. It channels at times some of the best elements of the Toy Story films (most notably "Toy Story 3" with Andy's departure for college). (Any parents who have never experienced that joyous yet dreadful day when you drive your chicks to university or college for the first time: brace yourselves!)
-- It's a dream for film fans. Like "Ready Player One", it's populated with lots of fun movie easter-eggs scattered throughout. Katie's 'Mount Rushmore' by the way has Greta Gerwig, Céline Sciamma (from "Portrait of a Lady on Fire"), Lynne Ramsey and Hal Ashby as her directorial inspirations.
- And finally, it's a film for adults appreciative of some truly great satirical one-liners, including some razor-sharp zingers at 'big tech'. For example:
"It's almost like stealing people's data and giving it to a hyper-intelligent AI as part of an unregulated tech monopoly was a bad thing"
Negatives:
- My only minor criticism - and its a debatable one - might be the running time of 113 minutes. It might be a little too long for younger kids' attention spans. A 90 minute, more condensed, movie might have ticked the 'perfection' box.
Summary Thoughts: I don't normally "go" for animated films much. But this one is a different breed. An instant classic. It knocks you round the chops and forces your respect by being like no animated feature you've seen before. Witty, irreverent, gloriously entertaining it's a no-brainer that this gets 5-stars from me.
I said in my review of "Nomadland" that although that wasn't a 5* film for me, I could see why its brave and different slant at film-making earned it the Best Film Oscar. Well, almost regardless of what epically beautiful production Pixar might bring out before the end of the year, if the Academy doesn't vote this Best Animated Feature at next year's Oscars, then some sort of crime might have been committed.
(For the full graphical review, please check out the One Mann's Movies review here - https://bob-the-movie-man.com/2021/05/16/the-mitchells-vs-the-machines-dog-pig-dog-pig-loaf-of-bread-kerboom/. Thanks.)

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